MeQanno enables you to construct models (guns, power-ups,
monsters, etc.) for Quake on the Mac. It is not strictly a 3d
modelling program, rather it allows you to assemble 3d objects (built
in other applications) into Quake .mdl files.
It is best used in conjunction with
lightweight (and inexpensive) 3d modelling application by Joe Strout,
or with a 3d modelling application that can produce compatible DXF
files (Stratavision, Form•z, Hash, etc.)
You will also need a means of accessing the models within Quake's
PAK files (pak0.pak and pak1.pak), either Visage by Mark Enlow, or my
will do the job.
This reference is in three sections:
- This introduction.
- An overview of meQanno's controls and
- Building simple items.
meQanno's controls and functions
The Menus (from left to right):
- Apple Menu
- A simple window about meQanno and Meshwork. Click it to
- Enter the name and code from your registration confirmation
e-mail here to register meQanno, which enables the export of
multiple frame models and removes the registration reminder
- File Menu
- Opens a Quake .mdl file. Importing a model opens a
model window, and a
- Saves the model currently being edited as a Quake.mdl file.
- Saves the model with Navigation Services.
- Throws away changes you have made and opens the most
recently saved version of the model file.
- Opens a DXF format 3d file, and converts the contents to a
Quake .mdl file. MeQanno's DXF import can translate objects
stored as flat 3DFACE or POLYLINE (polymesh) objects. Most 3d
apps can export in this format.
- Opens a Meshwork format 3d file, and converts the contents
to a Quake .mdl file, Meshwork v1.5.2 poses are converted
directly into animation frames, however MeQanno only uses the
structure data from the Meshwork file, not any skin data.
- Creates a DXF format file (using flat 3DFACE entities) from
the current animation frame of the current model.
- Creates a Meshwork format file from the current animation
frame of the current model.
- Import Single Frame (Meshwork)
- Opens a Meshwork format file and applies the vertex data
within it to the current frame of your model. In order to do
so, the Meshwork file must have the same number of vertices and
triangles as the model currently being edited.
- Import Multiple Frames (Meshwork)
- This enables you to import entire animations from Meshwork.
You are asked to open a Meshwork file as above, but meQanno
will go on to open any other Meshwork files it finds within the
same folder. If a file's name matches the name of a frame
within your model, then the data is imported to that frame. If
the file name doesn't match a frame within your model, then a
new frame is created.
To reorder the animation frames after import you should use the
- Export All Frames (Meshwork)
- Effectively the reverse of the above. This exports all the
frames of your model as individual meshwork files to the
- Closes the current window, if this is a model window and
you have made changes to the model then you'll be prompted to
save the model.
- Quits meQanno.
- Edit Menu
- May allow you to undo a recent change made to your model.
Some functions do not permit the use of Undo.
- In the Frame Browser - selects
all the available frames.
- In the Model Window - deselects
In the Frame Browser -
deselects all frames.
- In the Model Window - removes
the currently selected object from the model. This is applied
across all the model's frames. MeQanno's clipboard keeps a copy
of the object.
If you wish an object to only appear in certain frames it
should be hidden from view in other frames by being shrunk and
placed within a larger object, or, in the case of weapon view
models, placed behind the player's viewpoint.
- In the Frame Browser - removes
the selected frames from the model. A copy of the removed
frames is kept in meQanno's clipboard.
- Makes a copy of the selected object (or frames in the Frame
Browser) to meQanno's clipboard.
- In the Model Window - If
meQanno's clipboard contains an object, this pastes it into the
Note that you can copy and paste objects between
models, and this enables you to reuse objects like the player's
arm from the v_axe model in your own creations.
In the Frame Browser - this
pastes the frames from the clipboard into the model, replacing
any frames that are selected.
- In the Model Window - Removes
the selected object from the model, but does not make a copy of
the object to the clipboard. Clear may be Undone.
In the Frame Browser - Removes
the selected frames without making a copy in meQanno's
- Opens the Preferences
Window which is used to set the minimum and maximum sizes